Suggestion for Manhattan Project


Funny how there was no obveous link internally. Thanks for the link, although it seems to be the most uncertain subject I've read about on wikipedia thus far!

Gopes to back up the idea of testing giving the game awya though. Maybe tests, carries out in neutral territory (on subs?) would be impossibly/hard to tell the nationalioty of?
 
I think it should be a special tech in the tech tree, "nuclear weapons" requires fission, and is not available for anyone to research until the Manhattan project is complete. Once it is complete, the team that finished it gets the nuclear weapons tech for free, everyone else with fission can research it. The advantages of making it a tech instead of a natl wonder are:
1) spies can steal it. If you know which team is about to complete it then you can direct espionage at them at get your spies ready, then you can have it the next turn
2) the usual rules of research costs apply. i.e. the more civs that already know it the easier it becomes to research. It's also tradeable.
3) it's more realistic. In real life it's definitely considered a tech.
 
3.13 change list
[snip]
NUCLEAR REVISIONS

1. Nukes require a Nuclear Plant in the city to be built (the infrastructure for getting weapons grade material)
2. Manhattan Project removes this requirement so you can build nukes in any city.
Change:
ICBMs require Satellites (cost 300)
Tactical Nukes require Composites increase Range to 6, and Damage to 1 tile (cost 200)
Increase Damage from Nuclear Attacks (75-90% population and Buildings, bomb shelters only protect population... and slightly units)
Add:
Nuclear Bombers (just like Bombers but with a 1 tile (not 9 tile) nuclear attack and require Uranium) require Flight and Radio (cost 180)
Atom Bombs (Ground Nuclear units, move 1, have a 1 tile Nuclear Attack) (cost 150)

Change:
Bunkers+Bomb Shelters should act like Walls + Castles Defense bonuses [except they Work against Gunpowder units] or possibly just reduce Collateral Damage.
[Bunkers should still give the bonus v. Air + Artillery, and Bomb Shelters still some defense v. Nukes, although not as much]

NAVAL REVISIONS:
***Needed***
If a Stealth unit is the best one for combat in a Stack (when the Stack is either attacking Or defending) then the player gets a choice whether to use that unit for combat or keep them hidden
********

Planes on a Carrier should auto-bombard if their Stack is attacked.

There should be an Air unit promotion that allows Lethal Naval Bombardment

Stealth Destroyers need to detect Subs

Bonus for Subs v. 'Capital Ships' [Carriers, Battleships and Missile Cruisers]


NEW UNITS:

Bombard: Requires Gunpowder and Engineering (siege unit) [replace Catapult and Trebuchet]
Str 6 +50% v. Cities, Move 1
12% city bombardment damage (ignores Castles+Walls)
Cost 90, requires Copper or Iron

Strike Troops: Require Fiber Optics and Advanced Flight [replace Paratroopers and Marines and Explorers]
Strength 28 OR Str 24 + Woodsman I + Guerilla I,
move 2 + Ignore move cost OR move 1 + Commando
Paradrop range 7, Amphibious promotion
Cost 200-220

Televangelists: Require Mass Media (and Monastery) [replace Missionaries] cost 100
act like religious ICBMs.. they don't move, just once built they can try to plant their religion in any city in the World you have visibility and Open borders with (and no Theocracy).

Executive Jets: Require Advanced Flight (and corporate office) [replace Executives] cost 180
act like corporate ICBMs.. they don't move, just once built they can pay to plant their corporation in any city in the World you have visibility and Open borders with (and no State Property/Mercantilism).


GENERAL DIPLOMACY REVISION:
Popular opinion of Foreign Leaders
Each AI Civ Leader has an Opinion of every other civ Leader...
That Opinion rating should influence their people

So if an AI civ signs an Open Borders/Defensive Pact with you after being Furious with you for a long time, they will get unhappiness ("you are dealing with our enemies")
If an AI civ goes to War with you after being Friendly for a Long time, they will get unhappiness ("you are destroying our friends")

If an AI civ goes to war with you after being Furious for a Long time they get Happiness ("you are destroying our enemies")
If an AI civ signs an Open Borders/Defensive Pact with you after being Friendly with you for a long time, they will get Happiness ("you are dealing with our friends")

The KEY thing here is .. remove that AI term.... so if the AIs keep bugging you for things, your people will be happy if you attack them.

How do you know how Your people feel about another civ? You have a Leader that you chose and they have a set of Diplomatic modifiers. So if you chose Isabella as your leader, they will be happy to crush the heathens, and will really protest if you attack fellow Christians, buddhists, etc. or another civ with Theocracy.
You could then look at those modifiers, they would show up whenever were seeing how another civ felt about you, you would see how your people felt about them. [The 'people's feeling' would be the accumulation of that for multiple turns, so a declaration of war wouldn't make your people hate someone... a Long war would though]


OTHER REVISIONS:

New Leaders, to get the remaining slots:
Meji of the Japanese [Protective Organized]
Hiawatha of the Native Americans [Charismatic Creative]

Great Generals:
when attached to a unit, every unit in the Leader's stack has the effect of every promotion that
1. The Leader has
2. They are eligible for
3. They Don't have
so if a Longbow without CG 1 is stacked with a Leader with CG I, that Longbow gets +20% city defense
'Leadership', 'Morale', 'Tactics', and 'Combat 6' would need to be toned down or eliminated

Military Academy:
+75% Military Production, +3 culture

Walls:
Give +25% resistance to enemy spies

Great Wall:
requires Wall in city that builds it

Military Science:
Required for Ambush promotion
Raises Experience cap from 10-20
Drops upgrade cost by 25%

Interception promotions require Rocketry (available to all Gunpowder+Naval(non sub/Capital ship) units)

where does that come from?
as nice as it sounds, a source would be nice.
 
Well my 2 pennies worth is manhatten to stay as now, for all other civs they would need to complete a smaller scale version of this project (cheaper) to reflect the fact that once you know somthing can be done, replicating it is far easier than when you are moving into uncharted waters.

So everyone needs there own project but the first person to do so pays a big cost premium.

As for the changes above, agree with

Subs vs capital bonus
SD sub detection
Early cannon unit
Strike team (dunno about the name though?)

And the diplomacy options look very good, they would correlate foreign diplomacy an happiness very nicely, an give an extra dimension to war/peace an the way you treat people, After all backstabbing an civ who was a good friend should carry far more war unhappyness, than striking at a hated enemy
 
where does that come from?
as nice as it sounds, a source would be nice.

The change revisions were wedged into there to preserve them from the 'great deleting'

I'll edit it to make it clear where the official changelist ends and my ideas begin.
 
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